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Posted
On 10/12/2020 at 5:13 PM, EgoBallistic said:

The changes I made to the code that places the captives and furniture fixed the problem for me, so hopefully it will for everyone else as well.

Thanks for the update, everything is working fine now. Haven't found a single settler out of place.

On 10/12/2020 at 5:13 PM, EgoBallistic said:

I am working on some additional features, including tattoos/markings, functioning gags, and bondage positions using Gray User's animations.

Looking forward to this ?

Posted

Feature request ( if possible )... Send to Base, don't update items option.

 

Reason 1... When recruiting my army of Commonwealth Captive, when saving them. I end up with up to 5 people, helping me fight. I kit them up with gear off the people we have killed, Combat Armour, Combat Rifles, etc...

I get back to base, tell them to join me, and they reset their inventories, deleting everything. Ending up with Pipe Pistols, and a couple of bits of leather armour.

 

Reason 2... You can use them as pack animals, filling them up with Junk for your settlements. But the inventory reset, deletes their inventory, when they are sent to their first settlement.

 

I'm loving the mod, it makes a great alternative to getting recruits for your settlements. As well as great for storming Supermutant camps, that are usually too tough for you. I currently have to empty their inventories, before recruiting them to my bases.

.

.

If you're not interested, or it's too much trouble, then just ignore this post... :)

Posted

Support for Captive Tattoos is working well and will be in the next update.

 

20201015114254_1.jpg20201015114845_1.jpg

20201015115421_1.jpg

 

To keep things efficient, tats only get applied when you get within 1000 distance units of the captive.  That way the game doesn't spend time rendering tattoos you'll never see.

 

 

Posted

Could your mode cause problems when loading big areas? I often get CTDs eiter at once or after a few seconds when I load a save in a big area like somewhere in Boston.

Posted
2 hours ago, EgoBallistic said:

对Captive Tattoos的支持运作良好,将在下一个更新中提供。

 

I'm here again.

One basic body, five harness devices

They all have extra bodies with their arms restrained (if you can realize that before rescuing the hostages, they are restrained bodies, and after the dialogue, they automatically become normal bodies, I think the effect is good)

There are BS data files above

There's also a collar, five gags.

---------------------

There is no world model this time, I'm very sorry, because I don't know what is suitable.

---------------------

There are five harness devices and five gags left to be sorted out. I will come back later.

By the way, I also want to do a few more arm binding positions of the body.

There are also some messy toys waiting to be ordered.

At the same time, I still want to make something that super mutant race can use better. I haven't thought about it yet.

See you then

---------------------

If there's anything to mention, it's that at the moment I'd like to see them only in the commonweal captives by Egoballistic.

If someone wants to do something about it, just let me know

 

1473055747_Fallout42020-10-1523-26-33-53.thumb.jpg.d9151a5a06a2880dea755e074ddac92f.jpg

732808494_Fallout42020-10-1523-46-14-07.thumb.jpg.c802bddcf524e1705d7653148590a40d.jpg

扰流板

609311757_Fallout42020-10-1523-29-03-52.thumb.jpg.0da55001984377d08e5958d406c339f1.jpg

215703810_Fallout42020-10-1523-31-03-97.thumb.jpg.fa1e09f0c1480d3700df5660e4ba2d11.jpg

2135722170_Fallout42020-10-1523-32-46-53.thumb.jpg.dd29f41c3258333b95d8190609ce2127.jpg

1824641639_Fallout42020-10-1523-37-52-49.thumb.jpg.94aebea4a2be6053fc913b747a59c2a5.jpg

1822111127_Fallout42020-10-1523-41-39-30.thumb.jpg.e2af32cc77c0114a50c93f6ded94515c.jpg

Fallout4 2020-10-15 23-53-34-49.jpg

1937261478_Fallout42020-10-1523-57-03-97.thumb.jpg.2d97d789e7b6136490b43ea259676f86.jpg

1744496697_Fallout42020-10-1601-33-30-26.thumb.jpg.043112b9f472a7d9ef7515a24261517f.jpg

1739567799_Fallout42020-10-1601-34-42-45.thumb.jpg.be19961c7c11c52991ca5b7753dea6b1.jpg

177402409_Fallout42020-10-1601-38-12-42.thumb.jpg.4431fffc56495a30c80f79f0026f9e08.jpg

1490592914_Fallout42020-10-1601-39-39-18.thumb.jpg.94a4817c837f47c91d1158c9fa58ed05.jpg

 

kziitd_fetish.rar

 

 

Posted
10 minutes ago, kziitd said:

 

I'm here again.

One basic body, five harness devices

They all have extra bodies with their arms restrained (if you can realize that before rescuing the hostages, they are restrained bodies, and after the dialogue, they automatically become normal bodies, I think the effect is good)

There are BS data files above

There's also a collar, five gags.

---------------------

There is no world model this time, I'm very sorry, because I don't know what is suitable.

---------------------

There are five harness devices and five gags left to be sorted out. I will come back later.

By the way, I also want to do a few more arm binding positions of the body.

There are also some messy toys waiting to be ordered.

At the same time, I still want to make something that super mutant race can use better. I haven't thought about it yet.

See you then

---------------------

If there's anything to mention, it's that at the moment I'd like to see them only in the commonweal captives by Egoballistic.

If someone wants to do something about it, just let me know

These are beautiful! However, there are male captives too. Will you be making male versions for these restrains?

Posted
19 minutes ago, kiesu said:

These are beautiful! However, there are male captives too. Will you be making male versions for these restrains?

To tell you the truth, in the real world, I haven't seen a lot of men's fancy clothes. I feel more like strange devices such as locking the genitals.

I'm going to see what kind of stimulation I'm going to add to men when the women's content is complete.

---------------------

Collars and gags and hand and foot restraints are easy to turn into men's versions.

But I'm not sure there's a male version of Egoballistic's mouth opening script.

Posted
1 hour ago, kziitd said:

I'm here again.

One basic body, five harness devices

They all have extra bodies with their arms restrained (if you can realize that before rescuing the hostages, they are restrained bodies, and after the dialogue, they automatically become normal bodies, I think the effect is good)

Fantastic!  I really like the idea of making the bodies themselves restrained. 

 

I have just started adding the shibari rope restraints to the mod, so your timing is very good :)

 

20201015162817_1.jpg

 

20201015162827_1.jpg

 

20201015162910_2.jpg

 

Thank you for all this great work you are doing!

 

 

Posted
2 hours ago, xyzxyz said:

Could your mode cause problems when loading big areas? I often get CTDs eiter at once or after a few seconds when I load a save in a big area like somewhere in Boston.

I have tested the mod many times by running all over Boston to create as many captives as possible, and never had any problems.

Posted
23 minutes ago, EgoBallistic said:

I have tested the mod many times by running all over Boston to create as many captives as possible, and never had any problems.

I can second this. About 15 hours with the mod running and no issues other than a captive settler standing next to their pillory or cross rather than be tied to it. Those new rope restraints are looking great!

Posted
2 hours ago, kziitd said:

Collars and gags and hand and foot restraints are easy to turn into men's versions.

But I'm not sure there's a male version of Egoballistic's mouth opening script.

There is, it works the same on male as on female.  The only problem with male gags is that there are very few recorded lines of gagged dialogue.

 

20191104033103_1.jpg.4b7d9b91399b0c97e70

 

I just made the first armor from your fetish meshes, they work great in game.

20201015174242_1.jpg

 

These are so nice that I want to add a scenario in which captives will wear them while walking.  I have an idea for that :)

Posted

Hi, Thanks, it's a great MOD, almost everything works perfect, but ... when I request to "return the favor" the captives speak to me and do nothing ... I installed all the requirements ... any advice?

Posted
5 hours ago, xyzxyz said:

Could your mode cause problems when loading big areas? I often get CTDs eiter at once or after a few seconds when I load a save in a big area like somewhere in Boston.

You wouldn't happen to be running with bUseCombinedObjects=0 or a texture replacer that effect a lot of the meshes?

Posted
19 minutes ago, izzyknows said:

You wouldn't happen to be running with bUseCombinedObjects=0 or a texture replacer that effect a lot of the meshes?

I have a texture replacer (Vivid Fallout Best choice) for years but that was never a problem befor. What and is that code line?

Posted
47 minutes ago, xyzxyz said:

I have a texture replacer (Vivid Fallout Best choice) for years but that was never a problem befor. What and is that code line?

Disable it and see if things are better. If so, re-download it & install it. It "could" have become corrupted, which happens on occasion.

bUseCombinedObjects=0 turns off precombine use world wide, Precombine takes several images and combines them into 1. So instead of Mass Fusion being 1 image, it's several hundred, not good for performance. Same thing happens when using some texture replacers.

Posted
2 hours ago, Canolais said:

Hi, Thanks, it's a great MOD, almost everything works perfect, but ... when I request to "return the favor" the captives speak to me and do nothing ... I installed all the requirements ... any advice?

Do it again, then hit the Home key to bring up the AAF wizard, then hit the Del key until it says Mode: Admin.  Then hit Enter.  There will probably be an error at the top, see what that is.

Posted
17 minutes ago, EgoBallistic said:

Do it again, then hit the Home key to bring up the AAF wizard, then hit the Del key until it says Mode: Admin.  Then hit Enter.  There will probably be an error at the top, see what that is.

Thank you! But I just installed this patch and everything works perfect! Great MOD! Thank you very much for your work

 

Posted

Bloody amazing mod. It's been a while since I saw a nice mod to add to my list. The captive recruitment mechanic could have also worked as not a NSFW mod to further improve the vanilla game. Keep up the amazing work!

Posted

I hate to say it but something in this mod breaks my savegames. They can't be loaded again. Without this mod everything works stable. I put all the details and information I have in this thread: 

 

Posted
On 10/12/2020 at 10:51 PM, vaultbait said:

Thanks, I forgot you actually implemented male captives and that the proportion was configurable. Chances are I was simply not being favored by the RNG gods, and kept only running across male captives. I'll play some more and see if I can get a larger sample.

Just to follow up, after tweaking the MCM and playing some more I can confirm I was mistaken/unlucky. MTO is not influencing captive gender at all, and this mod seems to be working exactly as designed. Really enjoying it a lot.

 

I still can't work out why every single slave and corpse spawned by Wasteland Dairy is male instead of female, but off-topic for here (and sounds like @Invictusblade is working on swapping his captives out for yours so probably not worth me debugging further anyway).

Posted
36 minutes ago, vaultbait said:

Just to follow up, after tweaking the MCM and playing some more I can confirm I was mistaken/unlucky. MTO is not influencing captive gender at all, and this mod seems to be working exactly as designed. Really enjoying it a lot.

 

I still can't work out why every single slave and corpse spawned by Wasteland Dairy is male instead of female, but off-topic for here (and sounds like @Invictusblade is working on swapping his captives out for yours so probably not worth me debugging further anyway).

except I explained it a while ago

On 10/12/2020 at 10:55 AM, Invictusblade said:

but that shouldn't happened

my mod uses vanilla assets so it should be affected by MTO

but CCaptives uses unique settlers NPC's

 

unless there are scripts running in MTO to actively deny Female NPC's (which is possible)

my mod uses LCharScavengerFemale for Traits (which is vanilla)

CCaptives uses its own NPC's Traits

 

 

so if MTO alters LCharScavengerFemale to only have males

or if MTO alters "EncWorkshopNPCFemaleFarmer08b [NPC_:0024A01C]" to be Male

then all of my NPC's will be male (and this has nothing to do with me)

Posted
6 hours ago, xyzxyz said:

Did you find out why captives spawn near MCG slaves? It happens everywhere, not just in sanctuary.

Yes.  MCG leaves them in the Raider faction (or whatever faction they were in).  It also puts them in the PlayerAlly faction, so it is easy to identify them.  I will add a condition to exclude them from triggering captive spawns.

Posted
48 minutes ago, Invictusblade said:

except I explained it a while ago

my mod uses LCharScavengerFemale for Traits (which is vanilla)

 

so if MTO alters LCharScavengerFemale to only have males

or if MTO alters "EncWorkshopNPCFemaleFarmer08b [NPC_:0024A01C]" to be Male

then all of my NPC's will be male (and this has nothing to do with me)

Ahh, yep thanks, I misunderstood what you were trying to say the first time. I've got MTO set to only alter "enemy NPCs" but I guess it considers scavengers to be enemies (scavengers are often hostile in random encounters so I suppose it makes sense). Anyway, off-topic here, it's not impacting Commonwealth Captives at all. Thanks again!

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